L L4D2node

ConCommand::ConCommand

0x0003ecb0 · 115 bytes · __thiscall

_ZN10ConCommandC2EPKcP16ICommandCallbackS1_iP26ICommandCompletionCallback

Decompiled

undefined (6 params)

/* ConCommand::ConCommand(char const*, ICommandCallback*, char const*, int,
   ICommandCompletionCallback*) */

void __thiscall
ConCommand::ConCommand
          (ConCommand *this,char *param_1,ICommandCallback *param_2,char *param_3,int param_4,
          ICommandCompletionCallback *param_5)

{
  this[8] = (ConCommand)0x0;
  *(ICommandCallback **)(this + 0x18) = param_2;
  *(ICommandCompletionCallback **)(this + 0x1c) = param_5;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined ***)this = &PTR__ConCommand_000b2868;
  this[0x20] = (ConCommand)
               ((byte)this[0x20] & 0xfc | param_5 != (ICommandCompletionCallback *)0x0 | 4);
                    /* try { // try from 0003ed18 to 0003ed1c has its CatchHandler @ 0003ed23 */
  ConCommandBase::Create((ConCommandBase *)this,param_1,param_3,param_4);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)